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Under the Export tab in iPi Studio, you click the drop down arrow to reveal the skeleton choices, OR under the scene EDIT tab select add target character, then click select from file and import your FBX character file from the location on your computer you saved it to, from wherever you got it from, or if you created it in a program yourself and exported it as an FBX, has to be in common format extension to use in iPi Studio.
Don't worry if it imports into iPi Studio with the textures messed up, it may or may not, after it is characterized in iPi, it will then take on the animation exactly as the iPi does, or should if properly done, but know that sometimes characters that have ROOT nodes and pelvis bones sometimes need extra work to import/export properly, when exported back to your editor as an FBX, the textures will be correct in the model again.
NOTE: DO NOT export out of 3ds max with any controllers, just the properly weighted mesh and its bones, and only the IK bone set if it has multiple skeletons attached, (i.e. FK and IK bones).
If you are just trying to add a character to a real life image, there are several ways to achieve that, but to me 3ds max wouldn't be the best choice for that type of scene set up, but if that's what you intend on using, you can export the actual video background of any camera from iPi as an AVI, then import it to 3ds max as a background image, or maybe onto a video plane (I would have to look into the latter to be sure), but I am sure there are youtube videos on the process as well, but would most likely need to be converted to image sequence video.
Without using an FBX model in 3ds max, you will have no choice but to link a biped to your characters bones, that's how 3ds max handles its MoCap impoting as BVH and it isn't all that hard to do, then you bake the animation to your FBX character and delete the biped skeleton.
Also if you save several animations as BIP files, you can use the motion sequence editor to create linked animations of separate animations, so you don't need full animation takes of a single mocap to achieve a self created animation sequence for a scene.
iPi will not explain how to exactly do what you want, they are not really versed in 3ds max, I think they have some answers in the iPi Wiki Docs pertaining to 3ds max exporting, but not much, so better to research on youtube or other forums that deal with 3ds max more.
Re-creating the light position inside Max shouldn't be that hard, nor should placing cameras in a close position to where they were in iPi, but you can't export that whole scene from iPi Studio at this time anyway, but you can export just the Empty Background Image with the room lighting already shining where it would hit in scene, OR the whole video with the iPi actor, or your imported actor as a reference video that should be able to contain all the visible components, cameras, light sphere, floor grid, iPi Actor, skeleton, but can only be exported per camera as a single file.
Adobe After Effects would be a better choice for this type of scene set up and adding your components to the scene in it after animation edited in another editor (3ds max).
I am not fully sure of what you are trying to achieve, maybe a youtube upload describing it and showing what you would like to achieve and put that link in here.
This may take some research on your part to get what you want, but I am pretty sure it is possible to achieve, although your route and mine may probably be very different.
Here is a video exported right out of iPi Studio 3 using their export video option and holding down the show background button for full render time with my studio background showing floor grid, but not needed, can hide all scene components, and an FBX character only, performing the 3D animation, just a sample, iPi doesn't import characters with high detail or texture shaders that I know of anyway, just a basic textured character and you can see she is missing the eyes texture that iPi din't import correctly, but this is the same effect you can get with many external sources and video editors with better appearance.
Animation here was just edited inside iPi, but you could export the animation, clean it up and re-import the character and do the same steps above, hiding all but the character and the background, to test it, but of course not the optimal way for use of a final rendered project.
Link:
https://youtu.be/_-dEVIUk63M view in HD
Hope some of this helps.
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